- Timestamp:
- 08/24/08 12:48:59 (16 years ago)
- File:
-
- 1 edited
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GTP/trunk/App/Demos/Vis/FriendlyCulling/src/SsaoShader.cpp
r2861 r2863 149 149 swap(mNewFbo, mOldFbo); 150 150 151 FirstPass(fbo, expFactor);151 ComputeSsao(fbo, expFactor); 152 152 // the second pass just renders the combined solution 153 SecondPass(fbo);154 } 155 156 157 void SsaoShader:: FirstPass(FrameBufferObject *fbo, float expFactor)153 DisplayTexture(); 154 } 155 156 157 void SsaoShader::ComputeSsao(FrameBufferObject *fbo, float expFactor) 158 158 { 159 159 GLuint colorsTex = fbo->GetColorBuffer(0)->GetTexture(); … … 259 259 260 260 261 void SsaoShader:: SecondPass(FrameBufferObject *fbo)261 void SsaoShader::DisplayTexture() 262 262 { 263 263 glEnable(GL_TEXTURE_2D); … … 309 309 mCamera->ComputePoints(ftl, ftr, fbl, fbr, ntl, ntr, nbl, nbr); 310 310 311 #if 0// matT: debug this!!312 313 bl = Normalize(nbl - fbl);314 br = Normalize(nbr - fbr);315 tl = Normalize(ftl - ntl);316 tr = Normalize(ftr - ntr);311 #if 1 // matT: debug this!! 312 313 bl = -Normalize(nbl - fbl); 314 br = -Normalize(nbr - fbr); 315 tl = -Normalize(ntl - ftl); 316 tr = -Normalize(ntr - ftr); 317 317 318 318 #else // just take camera direction
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